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high rated
Them and Us Bundle

No change log.

Went from v1.0.6 (55867) to v1.06 (55918).

No patch download. Full download only.
high rated
Starsand

Updated to 0.8.0

From the steam page:

Starsand - Version 0.8.0. – The Sandboard and Saves Update

ADDED

Multiple save slots.
Canopy as a base building item.
Column as base building item.
Arch as a base building item.
Double doorway and double door as base building items.
Hatch and hatch door as base building items.
Curved junction as a base building item.
The Sandboard (discoverable).



FIXED

The loot chest in new locations.
Wrong text for the camel whistle.
The preview of the standing torch and the fireplace light.
Dismounting from camel and falling under the terrain.
The second sandstorm making items inside the base disappear.
Arrows stuck on beetles.



UPDATED

Base building menu categories.
Braziers at the pyramid's entrance can now be ignited.
The reload time for spike traps increased from one sec to three seconds.
high rated
The Chronicles Of Myrtana: Archolos

Updated to 1.2.4

Here is the changelog from Steam:

Patch 1.2.4 is available now!

The issues listed below did not affect all players.

Here is a list of changes:
Added an option to sell "Gluttonous Bear skin" to Frida
Added an option to sell "Seashark fangs" to Markus
Fixed a crash which would occur when using anvil and bowmaking workshop
Fixed an issue where voice of player would not be restored after the effect of "Slowdown" spell ended
Improved daily routines of many NPCs in the city
Fixed many typos, especially in Polish version
Fixed other minor issues


Please remember that updates do not force you to start a new playthrough! You can load your savegames and continue.
high rated
Death Trash (In Development)
Death Trash Demo

Updated to 0.8.3 (Galaxy & Offline Installer)

Changelog posted by the developer in the game forum:
0.8.3

Content:

- improvements to mountain path and tower location
- updated a few sound events
- updated visuals for locked doors
- updated some other scene assets
- fixed some dialogue

Combat:

- updated combat behaviors for standard human and mutant enemies, trying to fix them attacking all at the same time when fighting groups and them straight line walking towards enemy
- updated melee targeting so targets immediately in front of the character to the left and right are included, too
- added different melee hit visuals when hitting a target vs hitting none or multiple
- changed how command driven characters try to melee attack big static characters like the Fleshkraken
- prevent NPCs standing on spot and hitting with melee without pausing after a few hits
- fixed potential issue with the order of Flesh Vermin actions
- updated dog combat behavior

General Improvements:

- refactored character commands and actions to fix any frame delay between NPC commands
- allow stealth attacking animals
- make idle NPCs not leave their current room when walking around a bit (fixes a few NPC issues)
- added another move state inbetween walk and run for NPCs
- added "kneel and use" animation for standard NPCs
- changed getting damage while reloading etc.: rewind up to max 2 times, but after that follow through

Usability Improvements:

- reordered inventory tabs
- adjusted tutorial display to make it more obvious
- show stealth attack not being possible on machines, e.g. turrets
- fixed guards in Puke Bar not triggering weapon mode notification when warning player; and made weapon mode notification more obvious
- fixed character look direction potentially influenced by getting pushed around
- pathfinding: fixed failing on mini distances
- pathfinding: fixed occasional fail directly after actions like dialogue
- pathfinding: fixed struggling with using a moving object behind obstacles (e.g. Fleshworm with Animalism)
- pathfinding: fixed a few player character commands not immediately triggering pathfinding
- fixed some point and click melee attacks with movement failing around obstacles or room corners
- made number 7 in default font more distinguishable from number 1
- non-standard mouse input setting for combat: make camera offset in melee targeting behave similar to the ranged camera
- non-standard mouse input setting for combat: fixed occasional wrong player character weapon display
- fixed some scenarios of point and click hovered scene object visuals remaining when switching to state without point and click
- made action bar more obvious visually

Performance:

- fixed some memory leaks
- general performance improvements
- additional performance improvements on world map
- fixed some cursor hover mess-ups, possibly resulting in UI lag in inventory etc.
- reduced memory usage on character commands

Framework Update:

- large internal data changes to levels, dialogue, quests and behavior trees to support future features

General Bug Fixes:

- fixed robots potentially cursing like humans
- fixed a few rare crashes
- fixed a few moments where it was possible to save but should not
- fixed some issues with neutral NPCs reacting to player targeting them
- fixed NPCs glitching out at locked doors when wanting to talk to other NPC
- fixed spawned minions of Titans dropping loot
- fixed item drop issues with boss character in tower location
- fixed potential errors with faction assignment on dynamically spawned characters
- fixed sound issue with new energy weapons
- fixed some potential sound glitches on NPCs using weapons
- fixed some sound events not getting interrupted when character gets interrupted
- fixed some UI issues in inventory
- fixed UI scaling issues at high resolution (regression in 0.8.2)
- fixed a few other UI issues, mostly related to changes in the last months
- co-op: fixed a few issues with camera and UI effects on shared screen
- co-op: fixed issue that could make invulnerability be stuck on player character
- fixed some visual glitches with the flamethrower
- reduced or removed ground blood splashing for some weapons
- fixed some possible input issues depending on mouse combat mode and input bindings
- fixed a few issues related to being spawned as another character in another world
- fixed mines getting triggered by slow flowing energy balls
- fixed Deconstructor not having correct death animation depending on having claw or not
- fixed a pixelart gap issue in the brown indoor tileset
- fixed other small issues with some scene assets
- fixed error handler not being interactable when error occurs during loading phase
- additional small bug fixes and framework improvements
high rated
Train Valley 2

Updated to 1.4.4.9 (Galaxy & Offline Installer, Windows)

No changelog.
high rated
Astrox Imperium

Offline installer updated to b0.0133a
Build 0.0133a
* Hotfix for bad gate data in sectors 46,47 and 37.
- Fixed bug with station services option showing office positions incorrectly.
- Fixed bug with ship editor adding bad data to cargo inventory tag.
- Fixed a few spelling errors on the events database file.
- Fixed a few spelling errors on the items database file.
- Fixed a number of spelling errors on ship files and structure files.
- Fixed bug in ship editor showing structure module slot component.
- Fixed masking bug on sandbox mercs settings panel.
- Fixed autotask mining bug not allowing merc to locate closest silo correctly.
- Added skil requirements to the structure skill descriptions to match descriptions of other skills.
- Adjusted UI bounds for fleet and drone list items on the fleet panel and station services panel.
- Adjusted economic event generator for more consistent parameters that match othe game parameters.
- Added new ability for NPC heads to focus on you when interacting with actors in structures.
- Added new Defensive modules to the game. These modules will shoot down incoming projectiles, lasers, missiles, beams and torpedos.
- Added new Defensive modules to station supply markets.
- Added 3 types of Defensive module game models. 1 for each tier (5 per) for a total of 15 available modules.
- Added defensive modules to NPC raiders and ships.
- Added Major performance update with the addition of LOD components.
- Added LOD component to all npc ships, hiding ship model when ship gets too far from camera.
- Added LOD component to all ship modules, hiding modules when ship gets too far from camera.
- Added LOD component to all structures, hiding structure when ship gets too far from camera.
- Added market history to the market items display panel allowing you to view all transactions across the universe.
- Added ability to filter market history, showing current station, another station, or all station market transaction data.
- Added market data point mouse over tooltip showing additional information about moarket transaction.
high rated
Parkitect

Updated to 1.8g (Galaxy & Offline Installer)

Changelog from SteamDB:
1.8g Update

This months update contains the following changes:

- fixed unique guests having wrong outfits
- reduced RAM use
high rated
No Man's Sky has been updated to 3.91, and seems to have finally received the latest bug-fixes to the Leviathan Expedition update for the off-line installers...

https://www.nomanssky.com/release-log/
high rated
EDIT:
Ninja'ed :)
-----------------------------------------------------------------------------------

* Twinsen's Little Big Adventure Classic
(previously "Liitle Big Adventure")
Windows installer updated to 3.2.0
Store page was also updated about the changes:
https://www.gog.com/game/little_big_adventure
-----------------------------------------------------------------

* Twinsen's Little Big Adventure 2 Classic
(previously "Little Big Adventure 2"
Windows installer updated to 3.2.0
More details on the store page:
https://www.gog.com/en/game/little_big_adventure_2
Post edited May 31, 2022 by karnak1
high rated
avatar
karnak1: EDIT:
Ninja'ed :)
-----------------------------------------------------------------------------------

* Twinsen's Little Big Adventure Classic
(previously "Liitle Big Adventure")
Windows installer updated to 3.2.0
Store page was also updated about the changes:
https://www.gog.com/game/little_big_adventure
-----------------------------------------------------------------

* Twinsen's Little Big Adventure 2 Classic
(previously "Little Big Adventure 2"
Windows installer updated to 3.2.0
More details on the store page:
https://www.gog.com/en/game/little_big_adventure_2
Great little updates which will turn LBA 1 and 2 to true Windows games instead of just being emulated DOSBox versions. If you want to download the offline installers, be aware that - at least right now - you will only get the updated version if you chose to download the english installer (which is multi lingual).
high rated
In Sound Mind

Updated to 1.013 (Galaxy & Offline Installer)

Changelog from SteamDB:

PART 1 / 2
In Sound Mind update 1.05 - New 8 bit tracks from The Living Tombstone and more!

Hello fellow Desmonds,

We're excited to ship In Sound Mind patch 1.05 across all platforms today. This update brings further performance optimizations to the game, user experience improvements, bug fixes AND a few new secrets. In addition, we're launching Steam Trading Cards for In Sound Mind! There's a lot to go over, so let's get started.

Please remember to follow us and leave a review to support the game!

Further Optimization Improvements

We hear your feedback, and we took the time to further optimize the game. After further inspection, we've identified that for most players, the game is experiencing CPU bottlenecks even on high end rigs with great CPUs. The biggest offender were the real time shadow calculations, which, before rendering, were taking a big toll on the CPU every frame. From this, we’ve refactored our real time shadows system over the course of the last few months. In addition, we've optimized certain boss AIs, inkblots, effects, and level logic to further bring down the CPU load.

Among our tests, we used an Nvidia 1070 GTX / Intel I5 7600k / 16GB rig on high settings to test the new update (1.05) vs the previous update (1.04) and could see improvement from 10-30% in average FPS, depending on the area, hovering 60 FPS. Areas with a lot of light and details were showing an improvement, whereas other areas saw a smaller improvement (but generally were lighter to begin with). Keep in mind, while this is a positive enhancement and should affect all game systems and rigs, it might affect each system differently so it's hard to guarantee exact numbers.



Changelog
In Sound Mind 1.05.0511

General

- There are now 6 hidden portable game systems scattered around the game, playing each features a brand new 8-bit version of a song by The Living Tombstone from the OST. Go hunt for them!
- Added a new in-game animated video by Mashed, featuring the theme song by The Living Tombstone and accessible after finishing the game
- Weapon switching is now significantly faster, improving combat experience during the late stages of the game when scrolling through an arsenal of 8 weapons. It's no longer required to confirm with an extra click when switching weapons
- Equipment UI now shows ammo count and renders the weapon red when it runs out of ammo
- Performance improvements, including optimizations to the real time shadow rendering system
- Additional optimizations to much of the puzzle and level logic across the game
- Refactored the enemy inkblots music system, addressing some edge cases causing their music to remain past combat.
- Mirror debris on the floor, indicating there's a Mirror Shard puzzle nearby, will only glow once and stay for longer
- Mirror Shard attack range increased
- When finishing a level, the final door now glows in the mirror from a distance
- The Radio Device features new lights indicating the device status
- Decreased the speed granted when consuming a Lure Pill, but increased its effect duration and improved on screen effect
- It's now easier to collect items under temporary barrel and boxes debris
- Added new enemy inkblot music when fighting the brute type
- Fixed a few animation issues causing enemy inkblots to stutter
- The enemy brute inkblot shields less often
- Enemy inkblot weakpoints now glow in red instead of green
- Crows now have red eyes and will properly react to noise
- Added a failsafe system in case pills were collected and an achievement was not triggered correctly (previously could happen during old save migrations)
- Fixed a highlight issue when replaying a tape, causing specifically sequenced collectible pills (the pill in C1 photobooth, rolling pill in C2 cliffs, dropped pill in on the electricity pole in C3 near power station) to highlight incorrectly.
- Increased player controls while in mid-air, giving players more agency when platforming and especially in the finale tape
- Locked doors will now automatically open when unlocked with their corresponding key
- Many level bug fixes, balancing and tweaks across the entire game - more on this below
- Video settings added: Fog Quality and Texture Streaming
- Spotty volumetric fog, usually seen near windows, was improved and can be set via Fog Quality
- Fixed a bug causing saves not to write to disk properly when using a non-Gregorian calendar settings - more on this here
- Various localization improvements
- Fixed a bug causing the Audio volume settings to not save correctly when closing the game
- Fixed a bug causing electricity wires to appear red in the Mirror Shared reflection even when they are correctly active after reloading a save
- Pressing ESC when viewing a note will first dismiss it rather than pause the game
- Fixed an issue causing the trees to not move in the wind
- Fixed a bug causing the contaminated water to appear low-quality
- Fixed a bug causing the game objectives text to wrap unexpectedly
- Fixed the locked basement door issue when starting a new game from the 2nd starting point
- Fixed wrong UI scales in the Load Game screen in some resolutions
- Various UI improvements and optimizations

The Building (Hub)

- General performance improvements, lighting improvements and bug fixes in the hub level.
- Added a new portable game system in the hub! Go hunt for it.
- Added a telescope at the rooftop chill area.
- After completing a tape, a new postcard will now appear in Desmond's office wall showcasing the places he visited.
- Added a hint to the Flare Gun puzzle room as well as new Agent Rainbow graffiti.
- Moved the collectible pill from next to the Pistol parts quest note to the gas room nearby.
- We unhinged the Maintenance Room's door and threw it on the ground.
- There's now a red blinking light near ringing phones in the hub hallways, making it easier to spot which phone is ringing.
- Added an Unnatural Darkness puzzle in the Mail Room with a small reward.
- The building basement now floods after the third tape. Find a way to drain it to get new rewards!
- Vinyl records in apartments now glow in the Mirror Shard's reflection.
- At the introduction phase, when at the top floor, Your Office and Desmond's Apartment are revealed in two separate steps to make it less overwhelming.
- Switched between early Vitalyx and Enduramin collectible pills to make it easier to get at least one of each upgrade before the first tape.

Homa Mart (Supermarket)

- General performance improvements, lighting improvements and bug fixes in the hub level.
- Originally, only the supermarket had a portable game system. It is updated to align with the new tracks.
- Further optimized the reflection in the large mirrors in the center of the supermarket.
- Fixed an issue causing The Watcher to sometimes scream randomly. It's ok, you can rest now.
- If you finish the tape and still have pills to collect, a new note appears encouraging to use the Mirror Shard to find them.
- In the power room puzzle (right before Dave's moment), we changed the letters to numbers to create better consistency across different languages. Tweaked the note hint a bit.
- The supermarket map now shows the maintenance doors in red.
- The collectible 4 dolls are now highlighted using the Mirror Shard.
- Moved the Pen and Sticky Notes item to the office, close to the window.
high rated
In Sound Mind

Updated to 1.013 (Galaxy & Offline Installer)

Changelog from SteamDB:

PART 2 / 2
Icarus Point (Lighthouse)

- Lighting improvements, bug fixes and overall performance improvements.
- Added a new portable game system somewhere in Point Icarus! Go hunt for it.
- Improved the visual effects of the red lighthouse beam hitting the player. Also optimized its performance.
- Minor balancing changes to the The Shade, making him a little faster the longer he chases you uninterrupted and made it easier to cast light on him with the Flashlight.
- Improved the lighthouse yard generator puzzle. Power lines are clearer, and the broken fuse box under the center spotlight is easier to see.
- Improvements to the boathouse puzzle making its mechanics clearer.
- Made the jump from the moving gantry crane slightly easier to perform.
- Improved the light bulb fight sequence, adding a doorway leading outside to the top of the lighthouse and additional visual hints during the fight.
- Added a new light indicator on the generator in the basement below the lighthouse so it's clear when the power is on without looking back.
- Moved the ending door to the tool room.

Old Factory

- Lighting improvements, bug fixes and overall performance improvements.
- Added a new portable game system somewhere in the Old Factory! Go hunt for it.
- Added bigger signs and light indications around the entire level making exploration easier.
- Improved the power box puzzle at the yard center, right before the power station gate.
- Improved the train turntable puzzle near the beginning of the level. There's a better indication to blocked rotations, it's easier to see the climbable fence, and the gate buttons are clearer.
- Balance The Bull eyes HP, making it slightly easier to disable him.
- When The Bull first crashes into the train yard, the way to the loading zone is now blocked by a large wagon. It's still possible to go over it, but it's now harder to troll The Bull in this area.
- Climbing and platforming over the yard bridge is clearer and easier to perform.
- In the power station inkblot waves sequence, it's more clear that you can setup the electricity traps versus incoming enemies with some level changes and a new tutorial hint.
- The armory section inside the factory now requires a 3V chip. You have to work for your rewards!
- Improved the conveyor belt room sequence. There are fewer levers and the path for the suitcase was simplified. Added more loot to deal with The Bull and clearer path signs.
- Rebalanced the packing room battle (where the big Brute Inkblots appear), making some traps using Lure Pills and electricity clearer.
- When returning to the hangar area after crafting the Lure Pills, there's clearer indication that The Bull is right outside and using the Lure Pills might get him wrecking.
- Thrown Lure Pills will no longer dissolve in shallow water anymore.
- In the quarry near the pumping station, added water draining signs and visual effects when draining the quarry.
- Added a new tutorial hint in the quarry to remind about the Lure Pills speed benefits.

Elysium Park (Forest)

- Lighting improvements, bug fixes and performance improvements
- Added TWO new portable game systems, somewhere in Elysium Park! Go hunt for them.
- Rebalanced The Flash spotlight HP and optimized it.
- Using the Radio Device on The Flash's weakpoints to stun it now has a cooldown before you can use it again.
- Improved signs all around the level, making them bigger and easier to spot.
- Mines are a little easier to disarm now.
- When The Empty calls via the Radio Device, the device now emits a radio static sound.
- Added three new gates in the forest with signs making exploration better.
- Sinking objects (like floating wooden planks in the swamp) will now shake the camera.
- The valve tool item will now remain in the inventory even after using it on all gates.
- Added a small tutorial teaching about the Radio Device and The Flash's jammers.
- Selecting stars in the skies using the Radio Device will now make the star blink so it's clearer which one you have selected.
- Added highlights and Unnatural Darkness on top of secret graves near the church.
- The radar in the final bossfight now has blue laser sight and the antennas around the radar are blue as well, making the bossfight mechanics clearer. The radar monitor was changed to an updating target locking indicator. Generally optimized this part of the level.

The End (Finale)

- After Agent Rainbow wraps up his piano solo (damn isn't he good?) you can now interact with his piano
- Increase player controls mid-air in low gravity, making platforming better.
- Falling to the abyss during the fight no longer instantly kills, instead the player respawns and takes 10 HP damage. Agent Rainbow will still mock you for falling down
- You can now retry to high-five Dave the mannequin by falling down and teleporting back at the cost of HP. The mannequins will not leave you high and dry, and will stay until you successfully slap Dave's plastic hand or move on to the next area.
- Lowered the big punch attack damage and knockback radius.
- There's now more loot and healing items in the later phases of the battle. Removed battery loot from the finale as it's not needed.
- Rebalanced the final bit near The Flash tape.
- Fixed explosive homing barrels being able to pass through some objects such as gates.
- After Agent Rainbow is destroyed, it now rains for a few moments. Also his hat now drops, and you can put his hat on your head and hang around with it.

End of changelog.

Don't be a stranger and follow us on our Discord community, or our Twitter page for any more updates and news from We Create Stuff.

Finally, we want to thank you so much for your support since release. In Sound Mind was a wild ride for us at We Create Stuff. To us, with In Sound Mind we tried to push the boundaries of what a psychological horror game is- and it didn't come without its challenges! What we found is a big community of horror fans who are looking for just that kind of a special journey. So thanks again for giving us a chance. Until next time!

Thank you ❤️
Team We Create Stuff
high rated
Decision: Red Daze

Updated to Update 1 (Galaxy & Offline Installer)

Changelog posted by the developer in the game forum:
Changelog Update #1 version 1.0.4

Greetings Survivors!

Welcome to the First Update of Decision: Red Daze!

During this time after the launch of the game, we gathered all of the bugs, suggestions, and other useful notes you offered us in the Community Hub, social media, and both Discord channels for both the Developer and Publisher servers.

And we worked our butts off to deliver this update with various fixes and improvements. So here we go!

The patch notes for Update 1:

Balance

We received a ton of feedback regarding the Sleep and Stamina and their effect on gameplay, and made some balancing changes accordingly:
- Sleep and Stamina depletion rates have been reduced;
- Reduced Roll and Attack Charge stamina cost;
- Completely suspended Stamina and Sleep depletion in Settlements;

We also took a look into settlement defense and ammo:
- Adjusted maximum values of all Settlements' defense;
- Increased the number of generated ammo in loot;

And made some overall balance improvements:
- Tweaks to charisma growth rates.
- Reduced enemy firing range;
- Reduced probability of getting knocked down when a Werewolf lands on the ground after jumping;

Quality-Of-Life Improvements

- Changed hotkeys for using first aid kits and food. Now the [3] and [4] buttons are responsible for this. Now you don't need the long fingers of a pianist to eat quickly and regain your stamina;
- Accelerated the weapon removal animation to speed up access to the loot;
- The player will no longer stop when changing weapons using hotkeys while running.
- Putting an item into a survivors' inventory will automatically equip that item
- We improved the image quality of all characters and window icons.
- Resource management was also improved.
- We added a control tips screen at the beginning of the game.

AI Enhancements

- We improved the AI of Survivors in battles.
- Fixed zombie behavior when changing squad leaders in some situations.

Bug fixes

- Fixed the count of enemies killed by a high-level turret for the "Tower Defense" achievement.
- Fixed merchant's behavior when interacting with the player in some non-standard situations.
- Fixed the generation of high-level mutants. You can now get the "Kill 'Em All (Mutants)" achievement.
- Fixed interruption of weapon reloading when starting other actions. Now, if you start another action, the reload is canceled.
- Fixed the bug of walking through walls and at different heights by shooters leaving or climbing on the turret when switching characters.
- Fixed a bug with not being able to use [Esc] and [Space] during video clips at the beginning of the game in some non-standard situations.
- Fixed black screen and freezing after loading the game due to problems with the weapon in the hands of the current character.
- Fixed Dr. Listov's behavior. Now he will not follow the player until the lab has been taken over and the quest has been started.
- Fixed an issue where you could loot seriously wounded team members instead of healing them.
- Fixed the absence of zone names in the description of some tasks.
- Fixed the generation of the Shotgun "Urban". Now it can be bought only from the chief merchants.
- The large merchant Expedition backpack "Shire" is no longer available for sale. It is only used by merchants to store anything you are willing to sell them.
- Fixed the ability to get the "Employer" achievement after completing the game. Now you can find mercenaries even after cleansing the Dust Bowl.
- Fixed the game progress indicator in the menu window after you restart the game or start over.
- The double-click icon in the inventory tooltip line has been restored. Double-click gives you information about the item.
- Fixed the ability to move a character when the inventory screen is opened.
- Fixed an issue where you could loot seriously wounded team members instead of healing them.
- Fixed an issue that sometimes caused settlers to vanish from settlements.
- Other minor fixes.

We hope you have fun playing the game with the latest patch, and please do keep sending us your impressions, suggestions, and any bugs you notice! We are continuing to improve the game with more updates based on your feedback, along with further improvements to AI, balancing, and more to come in the future <3

The FlyAnvil Team
Post edited June 01, 2022 by Hustlefan
high rated
The 7th Guest: 25th Anniversary Edition
Installer was updated to 1.1.6
I have no idea what has changed.
high rated
avatar
karnak1: The 7th Guest: 25th Anniversary Edition
Installer was updated to 1.1.6
I have no idea what has changed.
According to Steam, "Minor Fixes and Improvements"